Tuesday 31 March 2009

Jilly, Nertal, Toeus and Squill Adverntures.



This game is designed to be a series. The first in the series is the underwater adventure. Others could include the Big City (New York) or London, travel across the Mountains or the Desert.

Sunday 29 March 2009

Character Renders

Nertal, Jilly, Squill, and Toeus

Chracters


Name : Toeus
Character : a turtle like character who can survive on land as well as under water, a playable character throughout the adventures





Name : Squill
Character : A squid like character, a playable character in the underwater adventures.






Name : Nertal
Character : Tortoise - a mutated character, a cross between a tortoise and crab. Nertal is a playable character which can survive underwater and on land.


Name : Bladez
Character : Sea Horse - a mutated character, cross between a sea horse and a saw. this is a non-playable character, a character to avoid during the game to avoid being hurt.






Name : Jilly
Character : Jelly Fish - water creature with a sting in the tale. A playable character.






















Storyboard2



The game opens so with a selection screen of characters for the player to choose from. The characters rotate 360 degrees for the player to see. The chosen character gets picked up by a bubble to be taken to the start of the game play. The first level of game play gives instructions on how to play the game. You as the player talks to other friendly characters throughout the game to find out what must be done. Squill tells you that there is a problem with the power crystals which gives life to the underwater world of which u are in. As you travel on you find your first chest, each chest contains a puzzle lock. solve the puzzle to unlock the chest. In the chests are parts of the crystal, return the crystal to the power orb next to Squill.
Unfortunately the under water world is beginning crumble, blocking the path back, with the only way to go is forward, and the game play explained, you move on the the next level.

The camera (other than when solving puzzles) stays and follows everywhere the character goes. Transitions between scenes will fade into each other behind a bubble screen.







More Research

To create a continuity between the building designs and characters I looked further in to the colour relationships of Kandinsk's work and the similarities to the works of Gaudi within his architecture. The natural flow of curves within Guadi's buildings will work well the colour and organic creatures from Kandinsky.




Gaudi


Kandinsky

Wednesday 11 March 2009

First Renders



Character list, the player can choose from characters as each character is choosen a list of information will appear about them.




Opening scene to meet your choosen character and learn the game play. Pop up information will appear on scrren as the player begins to encounter new things.



Master Mind style puzzel. You must find the right combination of three colours to open the chest. The colours will be locataced on the dials on the buckle.


Move the blocks horizontal or verticle (where space allows) to release the ball. Get the ball over the weight pad to open the chest.

Chest Puzzel Ideas


Colour clash : a puzzle in which the path of the colours should not meet in order to unlock the box.

Clocks : the player must decipher the missing number from the sequence, the shape of the spots acts as a clue to answer, the spots represent the hands of a clock.


Ball Release : the idea for this puzzle is to drop the ball into the hole to release the lock. to release the ball, simply move the blocks up down left or right into the space available.



Mastermind : find the right combination of colours to release the lock.

Friday 6 March 2009

Storyboard 1


The first job of the character chosen is to talk to its friend next to the power circle. The friend tells you that the Power Crystal has been stolen and broken up in to 5 pieces. Your job is to find these pieces and return them to the power circle and save the sea life.
You travel on forward and up the pyramid watching out for the electric eels which will cross your path and hurt you.
At the top of the pyramid you find a chest, here you have two options, you can either find the scroll to tell you the code or play a game of master mind to crack the code to the chest.
Once the code has been cracked you can collect your first piece of the puzzle which will travel with you until you place it in the power circle. Behind you the pillars collapse into each other blocking your path back so you travel forward down the other side of the pyramid.
To access each chest containing items for the charcter, you will need to crack codes and solve puzzels.

Idea Sketches

Ideas for my underworld arena for the characters and players to explore







Wednesday 4 March 2009

New Idea

After looking at the image again and again i relaised that all of the organisims in the painting look like they belong to the sea. The abract design of the creatures begs the question, what if they were aliens? this opens the relams for science fistion. with my next idea, i'm thinking Neptune or Atlantis. The player choses a character and find there friends, this would again be a platform game designed for children.

Research

Through my research i have so found that the painting does not correlate to any cultural style, although it could be a combination of all cultural styles.


Aboriginal art, has the same patterening within animal designs, however their animals look like the animals intended.




The Aztecs art is very sculture based and with the animals being depiceted, somtimes monstours but still very reconisable animal forms. The Inca tribes art styles are oftern of Gods, thier work is often very abstractbut not very virbrent. The Nazca Lines are of animals belived to be Gods, yet the animal forms are not at all abstract.


None of these tribes hace a close enough relation to Kandinsky's painting ...

...back to the drawing board!


Tuesday 3 March 2009

Mythical Art

A game from the childrens tv serise Mythbusters. The character from the show will be controled by the player to find clues into a myth. "Things are not always what they seem"

Briefing

Blue Sky by Kandinsky

From the simulated environments brief i have been asked to create a concept for a new game in relation to the image provided. From a first look at the image, i see Aboriginal art designs of Australia or possibly something by the Inca's or Aztecs. With the bright colours and abstract shapes, i can see this game being designed for young children, maybe something found on the Cbeebies or CBBC channel websites, games related to children's programmes.

Creating a gaming environment for children would mean the game play would need to be simple yet engaging with a big emphasis on colour. this could possily be a plateform game or a puzzle game.